Necromancy

Elementalism - Metamancy Ability The ability to control and manipulate Death and Undeath.

Metaphysical - Elementalism

XP Cost: 1   Prerequisites: Necromancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Necrotic Energy.

Using a Motion: You can detect Necrotic Energy or Spells and Undead Creatures within Range.

Manipulate Undead: Expend an Action to attempt to take control of an undead creature within Range. If the Undead creature is sentient, it may Roll a Wisdom Saving Throw. The DC is equal to the caster’s Spell Save DC.

If the creature Fails the Saving Throw it is considered to be Controlled by the caster until it passes this ability’s Saving Throw or until this ability is no longer being sustained. While under the control of the caster the creature enters initiative immediately after the caster.

If the creature Passes the Saving Throw it is unaffected.

Necro-Bolt: Make a Melee or Ranged Spell Attack Roll.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Necrotic Damage.

Necro-Bomb: Expend an Action to target a 1 Meter Blast Area within Range. Creatures within the Area must roll a Wisdom Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw dealt 2d6 Necrotic Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows Manipulated Undead to remain under your control until they break free of your control or this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the Blast Area for this Ability’s “Necro-Bomb” option by 1 Meter,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or increase the Damage this Ability deals by 1d6 Necrotic Damage.